Rebel Squad

By chlemtil, in X-Wing

Not sure where to post squad ideas in the forum, but looking for thoughts on the following build:

Total Squad Points: 100

Pilot: Biggs Darklighter
X-Wing (25)
Upgrades: R2-D2 (4) Shield Upgrade (4)

Pilot: Wedge Antilles
X-Wing (29)
Upgrades: Expose (4) R5-K6 (2)

Pilot: "Dutch" Vander
Y-Wing (23)
Upgrades: Proton Torpedoes (4) Ion Cannon Turret (5)

The idea, of course is to maximize Wedge's offense. With Biggs around, he can use Expose pretty freely and between Dutch and R5, he should always be able to have a target lock AND a focus.

This should mean that on pretty much every turn, Wedge gets to roll with +1 die (Expose), Target Lock (free from Dutch or R5) and focus (his own action) against an opponent with -1 defense die (his ability).

Have only played this out twice and it was effective both times, but I'm still looking for everyone's thoughts.

Edited by Chlemtil

Wow! Wedge can get deadly like that!

I might drop R5-K6 on Wedge. At 3-in-8 to accomplish a relock it's minimally useful even before you throw in situations where you destroy the target so there's nothing to re-lock. If you really want to keep it, I'd move it to Dutch, as R5-K6 will trigger his ability to hand out even more target locks.

Honestly, though, I'd drop him for an R2 Astromech on Wedge and Dutch. It greatly expands your options for green maneuver, which is HUGE for the Y-wing and relatively important for Wedge, too.

I think the general consensus on Biggs+R2-D2 is that he's not going to live long enough to get much use out of the droid... but I don't tend to run Biggs, so I'll leave more detail on that one for others with more experience.

Even better:

Wedge

R2

PTL

Adv Proton Torpedoes

Biggs

R2-D2

Shield Upgrade

Jan Ors

Nein Numb

Swarm Tactics

Not sure where to post squad ideas in the forum, but looking for thoughts on the following build:

Total Squad Points: 100

Pilot: Biggs Darklighter

X-Wing (25)

Upgrades: R2-D2 (4) Shield Upgrade (4)

Pilot: Wedge Antilles

X-Wing (29)

Upgrades: Expose (4) R5-K6 (2)

Pilot: "Dutch" Vander

Y-Wing (23)

Upgrades: Proton Torpedoes (4) Ion Cannon Turret (5)

The idea, of course is to maximize Wedge's offense. With Biggs around, he can use Expose pretty freely and between Dutch and R5, he should always be able to have a target lock AND a focus.

This should mean that on pretty much every turn, Wedge gets to roll with +1 die (Expose), Target Lock (free from Dutch or R5) and focus (his own action) against an opponent with -1 defense die (his ability).

Have only played this out twice and it was effective both times, but I'm still looking for everyone's thoughts.

i like ur build alot, i would also support the previous poster and suggest R2 astromechs over R5.

It's kind of tough. Your build will be excellent against small squads, I think. Biggs has a better chance of surviving and regaining shields. But Biggs really shines when you don't head straight at the opponent with green maneuvers because the enemy knows where he's headed and they can consentrate fire pretty easily. Then you're down to only two ships. Biggs is great for swooping in and out of range 1 of whomever you want to protect. If done correctly (meaning that the opponent doesn't have all arcs on any single ship), you will force them to spread out the damage and you will be able to dish out damage for longer.

I have fallen into the Biggs trap too many times, and by the time he's gone you're options are greatly reduced. In fact, if you let him take the first wave of attacks (or maybe two attack rounds if he weathers the first one well) you can have him break off from Wedge to regain shields while they try to take out the "bigger" threat. Then when he's all healthy again, swoop in close to Wedge so they can't harass him any more. It's worth a shot.

The short answer is, "Nice build. How are you running it?" (...I guess I should have asked that first).

EDIT: and I agree that you should drop R5-K6 for two R2 astromechs. They are gold.

Edited by Parakitor

Instead of making Biggs heal his shield 1 point per round (assuming he can fly a green maneuver and still keep up with Wedge), what about making him harder to hit to begin with? This way he can protect Wedge more and hopefully last a few rounds more:

Pilot: Biggs Darklighter

X-Wing (25)

Upgrades: R2-F2 (3), Stealth Device (3)

This frees up two points for R2 Droids for the other guys. It does cost him his action to get to 4 Agility, so no focus to flip dice in defense. But if he can sit back closer to 3 range, he would have a chance to survive quite a while.

I even toyed with flipping "Dutch" to Garven just to get focus tokens to Biggs. But the target lock for Wedge seems to devastating to sacrifice.

Instead of making Biggs heal his shield 1 point per round (assuming he can fly a green maneuver and still keep up with Wedge), what about making him harder to hit to begin with? This way he can protect Wedge more and hopefully last a few rounds more:

Pilot: Biggs Darklighter

X-Wing (25)

Upgrades: R2-F2 (3), Stealth Device (3)

This frees up two points for R2 Droids for the other guys. It does cost him his action to get to 4 Agility, so no focus to flip dice in defense. But if he can sit back closer to 3 range, he would have a chance to survive quite a while.

I even toyed with flipping "Dutch" to Garven just to get focus tokens to Biggs. But the target lock for Wedge seems to devastating to sacrifice.

There's no replacement for displacement (Biggs with R2-D2 has a theoretically unlimited hit points vs a fixed 5 with F2)

I've ran both stealth Biggs and R2D2 Biggs. The regenerating shield's are better every time.

This should mean that on pretty much every turn, Wedge gets to roll with +1 die (Expose), Target Lock (free from Dutch or R5) and focus (his own action) against an opponent with -1 defense die (his ability).

Expose is an action, so You can have Focus or extra dice.

Slight correction :) "Expose is an action, so You can't have Focus for an extra dice."

It's funny because I was toying with a similar idea at the moment. Wanted to try a damage control build using Biggs and the Draw their fire talent so that you can spread damage as you wish thus increasing overall survivability. Then it evolved along the same line as yours : Wedge as the star with everyone cheering/protecting him while he does the job. It's too bad that there are no Y-Wing pilots with an Elite talent because they could draw a lot of fire!

EDIT : Forgot to post the latest version I came up with which balances damage control with Wedge on the offense. :P

38 points
Wedge Antilles
R2-D2, Draw Their Fire, Shield Upgrade
31 points
"Dutch" Vander
R5-D8, Ion Cannon Turret
31 points
Biggs Darklighter
R2-F2, Stealth Device

Wedge has less attack power without Expose but he can help Biggs survive longer by taking a few hits for him then regenarating them. Dutch supports the team with the Ion Cannon and if some damage gets through he can also repair some of it.

Edited by Mancario